Sciweavers

6355 search results - page 320 / 1271
» From Logic to Games
Sort
View
CHI
2007
ACM
16 years 7 months ago
Using heart rate to control an interactive game
This paper presents a novel way of using real-time heart rate information to control a physically interactive biathlon (skiing and shooting) computer game. Instead of interfacing ...
Aleksi Lindblad, Mikko Jouhtio, Perttu Häm&au...
NETGAMES
2006
ACM
16 years 22 days ago
Post-game estimation of game client RTT and hop count distributions
In first person shooter (FPS) games the round trip time (RTT) (delay, or ‘lag’) between a client and server is an important criterion for players when deciding which server to ...
Grenville J. Armitage, Carl Javier, Sebastian Zand...
MOBIHOC
2004
ACM
16 years 6 days ago
Market sharing games applied to content distribution in ad-hoc networks
In third generation (3G) wireless data networks, repeated requests for popular data items can exacerbate the already scarce wireless spectrum. In this paper we propose an architec...
Michel X. Goemans, Erran L. Li, Vahab S. Mirrokni,...
NETGAMES
2003
ACM
16 years 17 hour ago
Bandwidth requirement and state consistency in three multiplayer game architectures
Abstract— Multiplayer games become increasingly popular, mostly because they involve interaction among humans. Typically, multiplayer games are organized based on a Client-Server...
Joseph D. Pellegrino, Constantinos Dovrolis
DIGRA
2003
Springer
15 years 12 months ago
Supporting visual elements of non-verbal communication in computer game avatars
Communication between players in networked computer games is often inadequately implemented. The games do not exploit the full potential of using different forms of communication ...
Tomi Kujanpää, Tony Manninen